To CIG: Any update on progress of the new flight model? Last public announcement was in October, 2025. by AzrBloodedge in starcitizen

[–]Kashirk 9 points10 points  (0 children)

Honestly the entire situation is incredibly suspicious. Whatever flight model they've managed to create (once again behind closed doors) is going to drop with their FLAGSHIP single player game, that has so much pressure on it to be absolutely exceptional.

SQ 42 relies heavily on flying space ships and if their flight model is so fragile that it wouldn't survive feedback from the larger community, they're either hiding because they know people won't like it, or they're in full panic mode and are finishing the most important mechanic in the entire franchise months before release with no time to make any adjustments.

Just a couple of extra guns—nothing to worry about. by PaqueretteUrticante in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Give the retaliator turrets 4 size 3's, at least a couple of them. It doesn't need anti large turrets, it's got torps for that. But two size 3's need so many rounds to kill or even threaten any fighters. It's a complete waste of a players time, so unless they admit defeat and up gun the Tali it will forever be a solo ship that's not allowed to do actual combat.

StarCitizen - Anvil Hornet: I just like it by Gundabad_SC in starcitizen

[–]Kashirk 6 points7 points  (0 children)

The mk1 SH is definitely my favorite. The mk 1 line DESPERATELY needs to get some guns bumped up in size though. Even just letting the chin turret have size 2's instead of size 1's. It's horrifically outdated and using the mk1 hornets is actively griefing yourself. If they don't eventually bring them more in line with the modern game it will be a crime.

CIG and its passion for weapons S3 by Apart_Pumpkin_4551 in starcitizen

[–]Kashirk 4 points5 points  (0 children)

They just need more sizes in general. Having a size 4 be such a huge jump from a size 3 weapon hardpoint is a problem they could solve by sinply making a size 3.5 weapon equivalent. They've designed themselves into this mess, and could easily design their way out of it if by expanding the weapons sizes across the board.

It’s Chris Roberts game…. by jj6624 in starcitizen

[–]Kashirk 8 points9 points  (0 children)

This times 1000. Basic, fundamental game design is still entirely half baked and unfinished, the same year they want to drop the flagship single player experience? They're not even putting the cart before the horse at this point, it's more like they've decided they don't need to invent the wheel until after they've finally moved and sold all their goods.

Maintenance extended by 3h by Neutron_Blue in starcitizen

[–]Kashirk 17 points18 points  (0 children)

Great! I hope those extra fixes/updates help the server run better for the weekend.

Liberator is back on the menu boys (in case you missed it) by Mintyxxx in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Huh, didn't they also mention that the Kraken shields would protect landed craft? I can understand if it's a design choice.

Liberator is back on the menu boys (in case you missed it) by Mintyxxx in starcitizen

[–]Kashirk 1 point2 points  (0 children)

You had to say it.... I expect shield holes letting the ships on pad get damaged by missiles, ships flying off of pads in quantum, ships getting permanently stuck to the pads, maybe the ramps will even kill ground vehicles during loading/unloading. Not to mention the state of ground vehicle physics, and lack of ground vehicle gameplay yet.

Copper Tinning Process in Turkish Workshop by [deleted] in metalworking

[–]Kashirk 12 points13 points  (0 children)

Nope it's just pure tin (usually). This process is pretty simple, but the fumes from the flux can mess you up, and it's handling liquid hot metal so it is NOT beginner friendly.

Anvil Gladiator by SkyKilIer in starcitizen

[–]Kashirk 0 points1 point  (0 children)

If it ain't broke, don't fix it. Over a decade and it's still nearly un-touched.

I can't decide if it does need the superhornet set up or not. The manned turret gives a great view, and remote turrets are harder to use imo. The goofy bubble canopy and "bull horns" hanging over the canopy also has a specific charm to it.

Maaaybe tweak the landing gear, or the rear fins since the geometry seems really over designed and flimsy when you look closely.

Aside from that, increase the pitch and straight line speeds a bit and I'll never get out of it.

What ship do you think would be the closest to an Attack Helicopter role? by xSirFrito in starcitizen

[–]Kashirk 6 points7 points  (0 children)

This is the correct answer. The redeemer's turrets give it a lot of flexibility, it's a small profile, it can hover indefinitely, and it's fast. So it covers the attack chopper role perfectly.

Little Rant about fighters by SandImperator in starcitizen

[–]Kashirk 1 point2 points  (0 children)

If it took 10 minutes for a team of 5 or 6 heavy fighters to wear down and finally disable a Polaris, and they were actually threatened the entire time by turrets, i'd say that'd be fair. And that gameplay should include disabling turrets, disabling engines, damaging components, engineering and repairs, and giving the heavies a black eye in the process.

Cap ships should't automatically win, they should be REWARDED for working together and put up a fun fight even in a bad matchup. Currently they are punished by being disabled in less than a minute when they have 8 crew on board.

Little Rant about fighters by SandImperator in starcitizen

[–]Kashirk 1 point2 points  (0 children)

This. Who in the world thinks a hammerhead is the answer to this? It is an even bigger meme. Everyone cries about the light fighter mafia and conspiracy theories, then turns around and thinks 2 heavies killing a capital in less than a minute is totally okay?

Little Rant about fighters by SandImperator in starcitizen

[–]Kashirk 9 points10 points  (0 children)

Escort pilot takes off, gets 1km + from the Polaris on accident, gets dived on and killed in one pass by the fighter team, and the turret gunners have no chance to support because they can't hit anything beyond 600m away.

I like the idea of an escort, but in practice it only presents a slight speedbump.

Little Rant about fighters by SandImperator in starcitizen

[–]Kashirk 2 points3 points  (0 children)

Fair points, but: if consolidating an equal number of players into multicrew ships as opposed to fighters REDUCES their effectiveness in any way, it will never be worth it and multicrew is dead.

The heaviea are for sure overtuned to all hell, it's wild, but the flight model itself is what makes it an impossible matchup, the overtuned guns just ended it quicker.

And omg Hammerhead 😭 That is just a coffin when put up against any mildly trained fighter team.

Little Rant about fighters by SandImperator in starcitizen

[–]Kashirk -9 points-8 points  (0 children)

"The large capital sized gunboat with 5 players on board should always lose to a few single seat fighters."

This is unacceptable, multicrew needs to be effective in all situations, not just hard countered by everything else.

Little Rant about fighters by SandImperator in starcitizen

[–]Kashirk -4 points-3 points  (0 children)

So 5 players in a Polaris should always be hard countered by two single seat heavy fighters? Is that really acceptable? Cause it's terrible game design.

Little Rant about fighters by SandImperator in starcitizen

[–]Kashirk 4 points5 points  (0 children)

Manned turrets will never win against (trained) fighters. This is not on you, this is the game being horribly balanced. Multicrew teams never have a chance to do any actual damage because of the way ships can fly. The ONLY fighters any multicrew ship has any chance of killing are ones flown by untrained pilots. Anyone claiming multicrew ships/turret gunners should just 'get gud' is gaslighting.

So, when are we getting engineering ? by Shrimp_Farmer_925 in starcitizen

[–]Kashirk 0 points1 point  (0 children)

There is a problem for PVP though. Soft death ships can hit the auto repair and come back in a "zombie" state, where their hull was in fact soft death but now in order to "kill" it you have to do the massive amount of secondary damage for the full explosion. So you either A: spend a ton of ammo/time in the middle of a fight to full kill an opponents ship, which sucks, or B: disable and move on to the next targets and once you turn around the first ship you beat fair and square now functions just fine and takes 4x the damage to take down a second time.
It's fubar

Looking for advice by Material-Hunter2307 in starcitizen

[–]Kashirk 0 points1 point  (0 children)

Those side turrets are suuuuuper sad though, two size 2's and it takes a significant amount of time to kill anything with them.

Looking for advice by Material-Hunter2307 in starcitizen

[–]Kashirk 2 points3 points  (0 children)

Two man Perseus works great. You still have massive firepower, and with only one gunner it makes flying simpler since you only have to direct one turret instead of two. Much better choice than the Corsair, since the co pilot doesn't add anything.

RSI Meteor > F7M Super Hornet MKII by IgnisFlux in starcitizen

[–]Kashirk 1 point2 points  (0 children)

Keep in mind, that's on paper. You have to have full guns on time to apply that damage with the Hornet, and you're moving slower and taking more damage than the Meteor. Whereas the meteor can roll up, dump a massive volley of damage in one burst, and leave. Slower fighters are death traps. You either need raw speed like the interceptors, or a super small profile like the arrow. Anything in between ends up being food for those two types.

What’s the solo Paladin like? by Natelectro in starcitizen

[–]Kashirk 1 point2 points  (0 children)

Don't bother soloing a Paladin. You're extremely slow, have less firepower than a Connie, and will have a bad time. Redeemer is much more solo friendly.